Join Ryan Kittleson for an in-depth discussion in this video Editing remap value nodes, part of Digital Creature Creation in ZBrush Photoshop and Maya.
We're going to use the remapValue node to modify and amplify the spec map.…By doing so, we can create a variety of shininess across the Dewhopper's body…and thereby increase its realism and artistic appeal.…So before we touch anything, I want to do a render of the Dewhopper just to get…a sense of where we're at.…Make sure you've got the Perspective view selected and click Render.…Okay, so as we saw before, with the specular map as it is, we're not quite…getting the level of shininess that we need out of the mouth and not quite out…of the boney plates as well.…
So let's save this render so we can compare it with the after image.…Go ahead and close your Render view.…Okay, let's find our skin shader here in the Hypershade.…Go ahead and click on it and let's graph it.…I am just going to zoom in closer here so we can see what's going on.…Remember, we've got the Specularity map right here and it's being piped into…three different remapValue nodes, which are then being piped into the shader.…Let's go ahead and click on the Overall Weight remap node.…
- Brainstorming and refining a character concept
- Installing custom brushes
- Optimizing tablet settings
- Posing the ZSpheres in ZBrush
- Sculpting muscles and midsize shapes
- Working with DynaMesh
- Using GoZ between ZBrush and Maya
- Creating topology for animation
- Sculpting fine detail
- Cleaning up a mesh in Maya
- Creating the UV layout
- Lighting and shading
- Painting texture maps
- Posing with Transpose tools in ZBrush
- Batch rendering a turntable animation
Skill Level Intermediate
1. Preparing Your Workspace
2. Designing the Creature
3. Basic Sculpting in ZBrush
4. Basic Modeling in Maya
5. Creating Topology for Animation
6. Creating the UV Layout
7. Creating a Pedestal Environment
8. Lighting and Shading
10. Posing the Model
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